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A jam submission

WormwoodView game page

Submitted by PavloConan — 2 days, 23 hours before the deadline
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Wormwood's itch.io page

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Comments

I like the atmosphere, diablo sounds help to show what you are going for.

It needs a more engaging starting weapon. Since mana runs out fast, and spells you get are random, shooting should be a solid pillar of the game together with dodge roll.

It took the game glitching out for me to stop, so that's a pretty good sign. Got to Level 4 and then bzzzt, arena portals closed. This is the only game that's given me those glorious powerlevelling progression crack cocaine shots from the original Flash Binding of Isaac since I bought that game way back when. On DVD. In a physical store. Blast from the past. 

Loved the sense of progression, those stacking passives are just heroin for my soul. The actual weapon itself felt a bit wimpy, even after the critical rate damage multiplier and fire rate passives, would appreciate like a base passive skill tree that applies to that alone. Doesn't help that it seems that every single passive tree includes an option to murder your damage for like 5% extra whatever, rate. 

Never hurts to include a litmus test for stupid. Yeah, loved the game. Ate my soul for a bit. Good work, you monster.

Developer

That's probably the greatest message I've ever received, thank you man. Sorry about the bug, though :/

Developer

Actually I was meant to ask you to elaborate on the bug, but I noticed I haven't. Could you?

Sorry, it was pretty rude not to actually explain what it was. Level 4, picked up the Sapphire Key, the combat section started and when all enemies were slaughtered the portals never disappeared. 

Hard to say what it was, but I think it was the third wave, killing an enemy either the frame it appeared or maybe the frame before by pre-empting a spawn with a fireball AOE/ice crit. Not an easy one to reproduce, I'm afraid. Windows whatever-the-latest-one is on a pretty decent rig, for what it matters, I don't think it was performance related. If I had to guess, the enemies have to fully spawn and run a frame before their death contributes to the death-count necessary for the wave to count as completed?

Developer

I actually had problems with this very thing before and I thought it has been resolved. Thanks a lot!

(1 edit)

The game looks really cool and I wanted to try it out, but unfortunately I have to stop early as I notice what to me is a fatal flaw: the aiming reticle being relative to the character position instead of purely the mouse position on the screen. This means I have to account for constant aiming repositioning as the character moves around as it doesn't stay on the center of the screen since the camera trails behind it - a behaviour I'd also recommend changing, and instead, move the camera in the direction of the aiming reticle - while keeping the reticle in the same screen position.


Nothing more, I'll just wait for this to be fixed before I play the rest, because it seems fun but this would really ruin my experience.

Submitted

Game is cool and I'm definitely keeping an eye on the progress now.

Feels like the base gun is too weak for the first few enemies to take 3 hits to kill, makes me want to run past them sometimes.

Didn't realize the shop was in my menu at first but I like the upgrade system.

Got really upset at the splash damage of the fireball killing me but it's a very fun spell.

Please confine the mouse to the window, my two monitor setup is getting me killed

(2 edits)

Player and enemy projectiles aren't moving for me, they stay in place where they spawn. See the image.

Developer

Thanks a lot for the message. The fix has been uploaded, I encourage you to give it a try :)

(1 edit)

I played your fixed version. I like the game; it's a bit difficult, which I like. I have some suggestions/issues to list: 

  •  different primary weapons that you can unlock or find for variety; not sure if this is already in the game, I'm bad and died several times on level 2
  • it's hard to pick up items that are on a teleporter unless you're not standing on the teleporter
  • some type of indicator that you're getting money from killing monsters (I just noticed the coin animation, maybe a sound too?)
  • auto-pick up mana/health potions, I don't see a reason that you need to click a button to pick them up
  • spells should say how much mana they consume unless that's an intentional design decision
  • the map should have an icon of where you're at on it
  • have those blood particles when shooting monster go out in the direction that you shoot, would look better

Developer

Thanks a lot for the comment, really appreciate this. I'll go from top to bottom. 

  •  different primary weapons that you can unlock or find for variety; not sure if this is already in the game, I'm bad and died several times on level 2

 Different primary weapons is exactly what will be in the next update, not only ranged, but melee as well

  • it's hard to pick up items that are on a teleporter unless you're not standing on the teleporter

Yeah. I was meant to fix that and then it got lost in backlog.

  • some type of indicator that you're getting money from killing monsters (I just noticed the coin animation, maybe a sound too?)

Gold is a temporary solution. I mean, I might ultimately use gold as a currency, but for now it's just a placeholder, so I'm not spending time on this :) 

  • auto-pick up mana/health potions, I don't see a reason that you need to click a button to pick them up

Good idea.

  • spells should say how much mana they consume unless that's an intentional design decision

Nah, it's not by design, it's by omission :)

  • the map should have an icon of where you're at on it

Agreed.

  • have those blood particles when shooting monster go out in the direction that you shoot, would look better

Yeah...so that what I get for hotfixing carelessly. I was working on the blood particles for the next update, and then when I saw a comment saying I have a nasty bug so I quickly patched it...leaving of course, the half-baked new feature in. I've uploaded the new version now :)

Submitted

Admittedly I didn't get as far as I would've liked because I kept encountering this bug (I think) where I could no longer shoot after pressing certain buttons. I really don't know what triggers this.

Shooting feels good, but I think the main camera is a bit too shakey right now.

I'd think about making some of the menus closable via the same key you open them with, but that's just a minor gripe.

Other than that I enjoyed what I played. Good enemy variety and difficulty, perks seemed cool. I'll definitely play more when that bug is fixed (it bricked 3 of my runs in a row)

Developer(+1)

Hey, thanks a lot for this comment. I've quickly identified the bug and uploaded the fixed version, so now If you like you can have a go at it again :)

As for the camera, you can turn off the screen shake completely in the main menu. Cheers!

Developer (1 edit) (+1)

I've just noticed your submission, I know that game! I played it like a month ago or so, gonna try again soon.

Submitted

Sweet I'll be sure to give it another go, bro!